This post is going to contain a list of community-suggested features for moves which have yet to be coded. If you would like your suggestion added to this list (for whomever it concerns to draw inspiration from), please do post it.

Moves with obvious, unambiguous effects and values are likely to be omitted.

Recycle-Warm-Up: 1/Cooldown: 0/PP: 4/Range: 2/Description: The user recycles unused power points from the previous turn and gives them to the target, adding half of it (rounded up) to the number of power points the target has during their next turn only.

Trick-Warm-Up: 1/Cooldown: 0/PP: 5/Range: 1/Description: The user tricks the target into swapping MP with them for 2 turns. Speed modifiers are included.

Safeguard-Warm-Up: 1/Cooldown: 2/PP: 6/Range: Area of Effect (Radius: 2)/Description: The user creates a protective field around them. Allies cannot be afflicted with status ailments while standing inside of the field. Lasts two turns.

Magic Room-Warm-up: 1/Cooldown: 2/PP: 6/Range: Area of Effect (Radius: 2)/Description: The user creates a magical field around them. The chance of additional effects occurring from moves which may inflict them is amplified by 10% (additively) for any Pokemon standing using moves within the field. Lasts two turns. (Example: Confusion's standard 10% chance to inflict confusion is increased by 10%; the chance becomes 20% in total.)

Wonder Room-Warm-up: 1/Cooldown: 2/PP: 6/Range: Area of Effect (Radius: 2)/Description: The user creates a wondrous field around them. All Pokemon in the field receive a random stat boost of one stage per turn, and regenerate 10% of their HP per turn. Lasts 2 turns.

Trick Room-Warm-up: 1/Cooldown: 2/PP:6/Range: Area of Effect (Radius: 2)/Description: The user creates a tricky field around them. Pokemon in the field with less than 3 MP gain 2 MP. Pokemon in the field with more than 3 MP lose 2 MP. Stat modifiers are reverse while standing in the field. Lasts 2 turns.

Follow Me-Warm-up: 1/Cooldown: 1/PP: 4/Range: Area of Effect (Radius: 2)/Description: The user draws attention to itself, provoking nearby enemies for 1 turn. The affected enemies cannot target allies other than the user while provoked, but the user's MP is reduced to 0 when this move is used.

Wish- Warm-up: 0/Cooldown: 2/PP: 6/Range: 2/Description: The user makes a wish on the target. During their next turn, their wish comes true, healing the target.

Aromatherapy-Warm-up: 1/Cooldown: 2/PP: 5/Range: Area of Effect (Radius: 3)/Description: The user exudes a soothing, therapeutic incense. Allies who breathe in the aromatherapy begin to relax, regenerating 1/12th of their HP per turn for two turns. Each turn, there is a 30% chance of status afflictions being cured.

Dig-Warm-up:0/Cooldown: 1/PP:6/Range: Self/Description: The user burrows their way underground. While underground, the user cannot use any moves and has their MP reduced by 1. The user can stay underground for as long as they want for up to three turns; using Dig again while underground will allow the user to spring up and damage any Pokemon directly under the tile they appear on.

If you have any comments or criticisms on any of these suggestions, please voice them.

Last edited by Tuck on Tue Jul 30, 2013 2:06 pm; edited 2 times in total